public void ChangeShootingBehavior(int value) { switch (value) { case 1: _shootBehavior = ShootBehavior.RANDOM; break; case 2: _shootBehavior = ShootBehavior.TIMESCONSECUTIVE; break; } }
public SpriteShootMap() { //ShootBehavior params: delay, clipSize, projectiles, damagePerProjectile, reloadTime, range, auto, fire behavior [0] = new ShootBehavior(0, 0, 0, 0, 0, 0, false, false); //No weapon behavior [1] = new ShootBehavior(0, 0, 0, 100, 0, 5, false, false); //Knife behavior [2] = new ShootBehavior(0.2f, 12, 1, 10, 1.5f, 100, false, true); //Pistol behavior [3] = new ShootBehavior(0.7f, 7, 6, 9, 3.0f, 75, false, true); //Lvl 1 Shotgun behavior [4] = new ShootBehavior(0.1f, 25, 1, 12, 2.0f, 100, true, true); //SMG behavior [5] = new ShootBehavior(0.15f, 30, 1, 25, 2.5f, 100, true, true); //Lvl 1 Assault Rifle behavior [6] = new ShootBehavior(0.4f, 15, 1, 55, 6.0f, 200, false, true); //Lvl 1 Rifle behavior [7] = new ShootBehavior(0.6f, 14, 8, 12, 2.4f, 95, false, true); //Lvl 2 Shotgun behavior [8] = new ShootBehavior(0.15f, 45, 1, 32, 2.0f, 120, true, true); //Lvl 2 Assault Rifle behavior [9] = new ShootBehavior(0.4f, 20, 1, 95, 4.5f, 250, false, true); //Lvl 2 Rifle }